Lanefan
Victoria Rules
You must run with different players than I, as there's always someone here (and not always the same someone) who will try playing against type now and then just for the challenge of it.It's not "unusual." It will be "almost never." That's what you keep not getting.
Sure, and this explains both a) why characters almost invariably start with their highest stat in the prime requisite for their class and b) why we as designers allow players to rearrange their stats such that this is (with rare exceptions) the case.As noted above: By making it so class AND race contribute.
Because let's be real: if you're hitting the books to study for yourbarwizard exams, you're going to pick up some smarts. That's...just the nature of the beast. The training process for producing a Wizard provides opportunity to refine your mental abilities. And the same can be said for other classes: Rogues must practice their legerdemain their "but he had such an honest face" front, Fighters must physically train, Clerics swing weapons and study theology, etc.
You keep equating "challenging" with "punishing". Why?Being a Dwarf still affects you. Take Dwarf Cleric: maybe being a Dwarf gave you a leg up on the theology work, so you could focus on the weapon training. Maybe it just made you tougher, so you had to choose which side to focus on. But you still had to do the things that naturally result in improved ability beyond just the things you trained for.
Obviously, this doesn't work for the game you're talking about that you run, because your system is all about punishing folks who consider playing against type and massively rewarding those who repeat whatever stereotypes (IMO, cliches) the rules were designed to enforce.
Meanwhile, if those are the Human limits in a fantasy world then while there might be an occasional Dwarf who through disease or whatever also can't lift 15 pounds, the strongest of them could clean-and-jerk 800 pounds rather than 500. Meanwhile, the Elf who could clean-and-jerk even 400 pounds would be among the rarest of specimens.Irrelevant. That they overlap at all is what matters. Because the variance is HUGE. The variance in human strength is huge! If Dwarves are comparable in terms of variance--and, as I've said, sapience, self-determination, and personal identity ensure that this will be true--then all bets are off. You can't meaningfully exclude much, if anything, because there are IRL humans who can't lift 15 pounds, and IRL humans who can lift ("clean and jerk") over 500 pounds. The variance is simply too wide, two or even three orders of magnitude.
I should probably mention here that Mages in my game can't wear armour of any kind, assuming they want to be able to cast any spells. But, I've otherwise heard worse ideas. (EDIT to add: there's an exception to this, that being rare and stupendously expensive armour enchanted with a property I call "Arcane Aid" that lets you cast while wearing it; but if you can afford this stuff you're long past the point of balance meaning anything anyway)No. Well, not really. I think you shot yourself in the foot by making a design with such an egregious flaw, but going back and reworking it is obviously off the table. My preference, as a designer, would be to find ways to compensate that do not require outright banning, because...well, that's a pretty draconian (no pun intended) solution to the problem. Possible alternatives (recognizing that I find some of these really not good, but better than banning):
- XP penalty for playing a dwarf wizard. This is comparable to the idea that heavy armor is an XP penalty for a survival boost in OD&D: when GP=XP, anything that eats into how much treasure you can pull out of the dungeon is an XP penalty.

Which falls apart the moment a Dwarf goes to Praetos and get her mage-schooling from Humans.
- Limited spell selection. Perhaps dwarven physiology alters the casting of arcane spells, perhaps it's a cultural thing, e.g. maybe dwarf education clings tightly to a traditional system of units rather than the modern dozenal system or something.
OK, I suppose that could work.
- Reduced durability. Maybe dwarven physiology and magic don't gel well together--so either you must undertake certain painful rites that weaken you physically but allow magic (kind of like lyrium in Dragon Age), or you accept that you'll never really be a Wizard. (Clerics, naturally, get out free because their magic is divinely gifted.)
Rather not go this route; if anything I'd like to chop down the number of sub-species a bit if I can (and I already don't have all that many).
- Subrace/variant race creation. There's already good precedent for duergar. Perhaps there's a way to look like a dwarf and act like a dwarf, but actually come from a different lineage that adapted differently.
It does ooze with dramatic potential and so on, but one thing I very much favour is things mechanically working the same for everyone in the setting, mostly for reasons of player-side simplicity. In this case, that means if wizardry becomes rune-based for Dwarves then it would have to become rune-based for everyone else as well.I mean, that's more or less what I would expect for any kind of "not getting what others usually get." Perhaps the dwarven tradition of wizardry is more runic in nature--and requires those runes be literally carved into one's flesh. Wizardly power, acquired at the price of sacrificing your body. Sounds like it oozes with both creative player potential and dramatic choices down the line (what other sacrifices are dwarven wizards willing to make for power? Is a propensity toward extremes part of why few dwarves choose to make the leap? Etc.)
That's just it - I'm not OK with one thing being powerful, and it's invariably easier to fix that one thing than to fix everything other than that one thing.Certainly, we agree on 4--hence why I have offered other options (some of which, I recognize, are more for "design a new game" rather than "adapt an existing game.") Personally, I do actually think 3 is the best choice in the long run--because if you're okay with one thing being powerful,

Having not allowed them before, I opened the Mage classes up to another very high-Con species - Hobbits - for my current game; and the long-term numbers tell me their average survival rate (sessions per death) and longevity (overall career length by either sessions or adventures) far exceeds that of Mages of all other species, to the point where my little internal red warning flags went up quite some time ago.it seems reasonable that other things should also be that powerful, just differently. (And, honestly, it comes across as a touch overblown, that potentially having a bit higher than usual Con suddenly makes the Dwarf Wizard unstoppable. Strong, to be sure, but utterly outclassing everything else? I'm skeptical--unless the Wizard itself is simply poorly designed!)
Worth noting that the survival rate of non-Hobbit Mages is more or less on par with that of most other class-species combos.
I look at these numbers (and others) to give me an idea of what needs tweaking next time out. For example, Cavaliers (of any species) have the opposite problem - they tend to drop like flies - and I need to do something to help them out, though I've no idea what. Nature Clerics (Druids) are still overpowered despite previous attempts to knock them back a bit. And so forth.
Given as I'd really rather not redesign all the classes from the ground up, I'm not sure 5 holds much water. And 6 very quickly runs into internal consistency issues unless extreme care is taken.My proposal is that we instead do either
5: design the classes from the beginning so "has slightly higher Con than usual" isn't game-breaking in the first place, or
6: adapt around the problem with narrow, tailored solutions, like the ones listed above.